#Graphics General
1 messages · Page 45 of 1
the new configs are definitely easier to go through
especially cuz they are named correctly
🗿
it’s beautiful
playing minecraft the way god intended (the TAA fixes this update are very welcome)
this was mainly to test how the taa jitter improvements looked which last time i did this, it was near unplayable with how bad the jitter was
it's a shame taau is still more blurry than it was few years ago
even when set to near native res
i still pray every day the fix that
surpisingly stable
yea. it was literally unusable at this low of a res last i did it so nice to see TAA get some fixes
i just wish it was sharper
This looks terrible.
Why did you use Vibrant Visuals?
Something something I set the resolution to 0.06
And why did you use TAA?
Uh... because mojang fixed some bugs with VVs TAA?? And to test the fixes I set the resolution stupidly low? And the fixes worked great?
And because VV only has TAA?
Just use DLSS.
https://youtu.be/DKCyk3CeUFY
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Equipped with DLSS Preset L, I push it to the limits by customsing upscaling to run at resolutions even lower th...
I can't with you
Vibrant Visuals also has bilinear scaling.
Vibrant Visuals needs a bicubic option in my opinion.
XD
Lmao just use DLSS 💔
I wish
Me: makes something intentionally bad for the sake of testing image stability.
Results: wow that's really stable
This kid: lmao it looks awful just use something the game doesn't have
Bicubic is the non-linear version of bilinear.
Vibrant Visuals should also have lanczos upscaling in my opinion.
Mojunk should remove the trash upscalers and replace them with better alternatives.
Then they should just use bicubic scaling.
I'm gonna be honest man. Bicubic kinda sucks with low res images
It's blurred to heck and back
TAA is at least clear
Still better than bilinear and TAA.
I'm not having this conversation again
I'll let someone more mentally equipped handle this one chat


Weather forced Minecraft Bedrock Edition to use MetalFX upscaling, so you could probably force Minecraft Bedrock Edition to use DLSS.
No correction. He forced BEDROCK RTX to use metalFX.
RTX
SPECIFICALLY
Could I possibly make native resolution in Bedrock RTX use DLAA instead of TAA?
How did they get MetalFX to work?
You'll get black bars on your screen
Wdym?
Weather is a genius. Weather is an insane programmer. They've been doing crazy stuff like getting bedrock actually working on Linux. That's how. They just know what they are doing
You yourself can't do it. No offense. None of us can
If you use something like DLSS tweaks to force DLAA instead of DLSS the game breaks
And you get black bars on the corners of your screen
Same thing happens if you force DLSS to use a higher render scale than intended (like using DLSS quality at 1440p.) minecrsft literally breaks if you do that
Like this?
How to add mer for flipbook textures? Am I doing something wrong?
"format_version": "1.21.30",
"minecraft:texture_set": {
"color": "brick_stove_on",
"metalness_emissive_roughness_subsurface": "brick_stove_on_mer"
}
}```
actually nevermind im stupid i named the file with mers 😭


That's your texture_set.json config. Not your flipbook_textures.json config.
Who even uses Temporal Anti-Aliaising these days....

i use fxaa
I use DLSS
The ceiling is up.
I don't think cactus itself should have subsurface scattering effect. It doesn't happen in real life, so I think you can leave it in case you focus on beauty.
My opinion
lmfao
again
"deferred_shading_parameters": {
"block_light_indirect_contribution_multiplier": 0.05,
"sky_light_indirect_contribution_multiplier": 0.25,
"ibl_indirect_contribution_multiplier": 0.5,
"volumetric_fog_min_ambient_value": 0.0,
"emissive_brightness_multiplier": 1,
"end_portal_emissive_multiplier": 1.0,
"start_ibl_fade_light_level": 15,
"end_ibl_fade_light_level": 12
}
}```
@sonic canopy sorry for the ping!
I wonder that what can i do with those parameters?

Well idk, whatever you want to do with them
Their names are quite self explanatory, so if you need to change any of the described values, you can do that with that config
Just in case tho
{
"deferred_shading_parameters": {
"block_light_indirect_contribution_multiplier": 0.05, // brightness of static lights
"sky_light_indirect_contribution_multiplier": 0.25, // brightness of ambient sky light
"ibl_indirect_contribution_multiplier": 0.5, // brightness of sky reflections
"volumetric_fog_min_ambient_value": 0.0, // illumination of fog in complete darkness
"emissive_brightness_multiplier": 1, // brightness of PBR texture emission
"end_portal_emissive_multiplier": 1.0, // brightness of end portal emission
"start_ibl_fade_light_level": 15, // light level when sky reflections start fading out
"end_ibl_fade_light_level": 12 // light level when sky reflection fading reaches 0
}
}```
thanks for your help ❤️
@limpid sequoia why did you send "
" to my posts in bedrock graphics server and then deleted it?


:3

hello, Is it possible to dynamically change the skybox via the server?
@limpid sequoia I have a birthday tomorrow (already today for your time zone) 🥀
Will you play with Minecraft RTX as a present for me?
Lol
8 minutes till my birthday
im curious to see if it’s accepted
Happy birthday
i love the colours here!!
thank you 
How to make item not glow? Its off by default when placed but I want to keep the emitted color of the block when its "on". Is there a way to define for different block states?
"format_version": "1.21.120",
"minecraft:local_light_settings": {
"rf:brick_stove": {
"light_color": "#DFA21B",
"light_type": "static_light"
},
"rf:nether_brick_stove": {
"light_color": "#23C0C6",
"light_type": "static_light"
}
}```

so none? :<
yeah :vv
rip ig ill just turn the block state into a separate block
On my laptop with 60% srgb this a bit pale 🗿
Thank you very much!
happy birthday :333

Thank you
Just change the identifier to the block state. It works with vanilla blocks like a furnace with just minecraft:furnace and minecraft:furnace_lit
I have a 1080p 240Hz 100% sRGB 300-nits IPS monitor, but I'm considering a 1080p 380Hz 110% sRGB 400-nits IPS monitor.
Why is your laptop in military time?
Maybe try 16x normal maps.
i thought it was a custom block 🗿
It is, i just took the vanilla furnace as a example as it has a block state for not lit and a lit version
i see;)
WHAT!? I Just changed my scripts and json files 😭
but ty
Np
Not my screenshot but I thought it was cool so I reposted it I guess
Credit to @zoren__2_4 for taking this screenshot
I don't take enough screenshots so I'm using other people's screenshots at this point
Happy birthday!
Ty
Can someone request me for an offline game, I'm bored of playing online games all the time?

Noon



thank you mate
/unblock /j
-# i don't think he'd do that

Strawberry cloudy visuals v2 🗿
🗿 before i've rewritten my cloudy project to semi-cloudy
Looks like legos
base vv vs base rtx?
render distance doesn’t seem fair
and what about upscaling
I like image 1, image 3, and image 5.

Great illustration of normal maps at play.
Vv has lower rebder distance, but rtx screnshot has player skin not rendering correctly and clouds not loaded correctly. This is not vv vs rtx this time, i show how my resource pack looks like in vv right now.
Nice normal maps those look great
Minecraft trailer is kinda plastic lmao
yay :3
It's so fun since i learned how to draw normals by hand
By the way. This might be the first rtx resource pack i may port to vibrant visuals in the fiture, as i know that havong trailer graphics is cool, but i want mobile players to have this ability too
Noce normal map! What kind of planls are those?
Thank you very much, this is oak planks
Your normal maps are better though.
Can someone not compliment someone else's work without your input 
I haven't been playing with vanilla textured for pretty long time, so i don't remember how they look like 😅
What
@limpid sequoia you have missed my brithday adn didn't make a present fo me. I am sad :(
thanks to all "true" creators always helping me and inspire me to rewrite my own project
Happy brithday, this your cake 🗿
OHH THANK YOU, NOW SEND IT TO ME PLS
"except for nocturnemew" 
the glint....

-# (it feels... otherworldly)
yeah i see
-# w
Color chart, showing all VV tonemappers
reinhard, reinhard_luma and hable are surprisingly similar, at least on this visualisation
Interestingly, when visualising a higher range of values (up to 100k luminance), most tonemappers show a distinct band in the pink region, where the color abruptly becomes duller. It is especially apparent in generic tonemapper
great
And here are 256 color charts for completely randomized VV configs, because why not :P
🔥
I actually don't really like when colour becomes white on high range of values
I don't say its bad, it is annoying sometimes ngl
Happy Birthday to you! 
add me
Yeah
Thank you mate 
I love how this looks :O
Peak
Good job, looks nice
Reinhard Luminance looks like the only good tonemapper here.
It looses a lot of details in brighter colors
By the way, what tonemapping does default rtx use?
The tones are not mapping
thanks a lot man
Evolution of stephen pack
hehe thanks girl
I like the 252nd one.
DLSS is being updated soon and I discovered how to disable mipmapping, so now the only issues remaining are bad shadow and reflection quality when DLSS is enabled.
thanks! it's hand-drawn
looks great
Thank you
guys is there a way to make a specific texture part ghlow?
glow*
in vibrant visuals
i want my entity's eyes to glow as well as some of its design parts
but not sure on how id do that
that's easy man
ohhh
im new to working on graphics stuff so pretty much inexperienced in this section
i see
yep
everything always taking time
yup
i wanna learn how to make em glow like that
is it possible for u to tell me the general idea on how its done?
You need to create a texture set and a separate MERS texture, where you color the glowing pixels green: https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/pbroverview?view=minecraft-bedrock-stable
Watch quirky plague tutorial😊
u can also watch Quirkyplague's tutorial video for more!
thankuuu
i willl
you're welcome
or try learn with stephen because he pro for PBR

hey
people don't prefer heightmap at all
Looks like we're entering the beginning of the "Stephonic revolution".
haha 😆
Really cool
Question for the graphics enthusiasts, what are your favourite tonemappers that you would like to see in VV? Or, is there a particular java shader (preferably open source 👁️ ) that has very nice colors that you would like to replicate in VV?
For context, I'm working on some tooling for VV, and one of the tools would allow to make a color grading config for VV based on any arbitrary shader code. So, if you have a tonemapper you like, you'd be able to just copy & paste it into the tool and it will generate a VV config that looks as closely as possible to the inputted code
Still WIP, but here I ran it on "Agx Punchy" tonemapper as an example. Left side of the screen is vanilla VV, with the generated config applied, right side is an actual Agx punchy, added by modifying shaders
I'd like to try it on more examples, if anyone has any ideas :P
Best shader in terms of colors in my opinion is sildurs vibrant
Lottes and hejl burgess are some I like
Here's slidurs vibrant. Once again, screenshots are split in half with custom VV config on the left and an actual shader tonemap from Slidur's on the right side of the screen. You can barely tell the difference between them which is quite cool imo. Funnily enough, the program actually used reinhard instead of hable, even though hable is the exact tonemap used in slidur's, it is just tweaked differently. I adjusted exposure by eye, as slidurs uses different brightness units. As a result, VV doesn't look exactly like slidurs vibrant shader, ig it's because default VV lighting and shader lighting are so different. But the tonemap here should be the same.
Gonna try those next
That’s insane, is it really spilt? Because it looks identical
Yes! Actually split, I double checked XD
You can see on the 3rd screenshot the biggest difference
Absolutely insane. The only noticeable split is 1st and 3rd.
Here's agx punchy
I like AGX tonemapp
Curious, how did you take these screenshots? Same world in Java and BE then splice it or is there a more streamlined?
Here's Slidurs vibrant tonemap
Ah no, it is BE, but with a custom shader, that only modifies tonemapping and color grading on the right side of the screen and replaces it with custom color grading and tonemapping code, such as agx or the one from slidurs. Left side of the screen still uses untouched VV color grading shader logic
Oh so its real time?
That sounds trippy.
Sure.
Slidurs
agx punchy
Custom shader materials that I used for the side-by-side screenshot comparisons ^
Thanks! I presume using the same method we discovered a while back when we first migrated to GDK?
The materials.index.json no longer works through resource packs, so youy'll have to replace the internal files
You can either directly replace vanilla material.bin files (make sure to backup them first), or you can put them in a different folder and/or with a different name, and just edit materials.index.json folder inside of the renderer/materials internal folder, to point to different file
The way I do it is by creating a new folder inside of materials and adding the json entries at the top of the index file that point to custom materials in your custom folder, as entries at the top take priority over the ones below
Gotcha.
def share the results when you do because im quite interested
I'm gonna yoink them from your shader lol
if you don't mind. Just so that you'd have the same code to compare the result in VV to your shader
Which one is the intended look of lottes/your shader? First 2 screenshots multiply color by 0.4, last 2 don't
Imma do the default, unmodified lottes in the meantime, to avoid ambiguity
yea i dont mind.
i think thats what i use
ik im using aces rn but lemme look
yea that should be right
how does your implementation compare to the tools?
Didn't run it through the tool yet, still trying to figure out exposure. Default lottes also looks overexposed, probably that's why you used the 0.4 factor
yea
0.5 for the default lottes looks good, exposure wise, I'll run this one first
Default lottes (scaled by 0.5). It is actually exactly 1 to 1 recreation. Almost can't even tell these are side by side screenshots
For some reason, reinhard keeps being used by the tool in these tonemap recreations. Configs based on reinhard end up being the closest to the original tonemap. Is reinhard secretly an actually good tonemapper???
wow
thats pretty close
how does it deal with like bright reds - oranges
cuz lottes shifts those towards orange/yellow
The wool looks pretty identical, idk what other block to try that would be more orange
You could try it yourself tho, I sent the VV file config above
i meant like emission
so like glowing redstone tends to look more orange
not like aces level
but
ill mess with it in a few
Here's the bin file, for default lottes (scaled by 0.5)
If u want to also see the reference tonemap, side by side
aight
Hejl-Burgess tonemap (scaled by 0.2). This one is also pretty much spot on. These are once again side-by-side screenshot, but you can't see the seam anywhere, that's how close it is
wow yea it looks like it
oh uh is this color post processing for release or preview
Material.bin? Preview, that's what I've been using. But it should still work on release
Didn't test it tho
yea its fine in release
damn seems to get those tones right too
im gonna boost the emissive and see whats up
seems that it handles emissives about the same as actual lottes
thats pretty neat
wow alright i am def surprised at that
default tonemapping vs the actual lottes
and my betterRTX preset which also uses lottes
I'm gonna try 2 more, lottes variant from your shader, and then opendrt. And then maybe the default agx, we'll see
alright
Lottes variant from Escheridia shader, but scaled by 0.5 instead of 0.4. There is some visible difference with this one, during the night time
Ok that's the last one for today. Gonna do more tomorrow
Try Uchimura, looks really punchy
Ah yeah, good idea, forgot about this one
Would definitely really look good, I've tried it with VV and it results really astonishing
Most cursed screenshot I've seen in a while
I did not take this screenshot by the way
I don't take screenshots frequently enough
Looks like there are a lot of placeholder blocks, meaning that the game needs to be updated.
copper ore


Uchimura tonemap
You were right, it is quite a nice tonemap
Wait, I forgot gamma correction 😭
Nice color grading
Here's uchimura, but with proper gamma correction this time. In the previous post, it was implemented incorrectly
This one is more accurate (more vibrant, like the actual tonemap) for the atmosphere and sun glare, but less accurate for emissives.
- previous
- current
- previous
- current
it looks perfect to me
Mirai?
Tbh it's really impressive what fine tuned color grading can truly do
I definitely feel like I haven't messed with the system nearly enough
OpenDRT
Yes, with VV being very stylized and needing a punchy tonemap, it's perfect!
Looks very flat, but that's how AgX is LOL
Why don't mojang allow editing material bins trough resource packs
Why do we have default material bins compiled at all? They were all decompiled
Something something security reasons
So the code can run on multiple platforms, but yeah, I get what you mean, it sucks to compile the code and test it, then code, and repeat that process over and over. It would be really nice if Mojang allows material bins just go through resource pack!
Also, they would rather not expose things that have zero documentation and zero way to actually work with by official means
Forgot about that. All materials are cross compiled for each platform.
Modding bedrock must be a complete pain cuz of how many systems actually run the game
Windows and Android are the only ones with modding support
Developing shaders, even for adding Android support is just hell at this point
I will not need to wait for RTX update if they do that lol
Would RTX get an update? I thought they abandoned it though?
I don't think so
abandoned as in no new features for it, but it's being maintained with bug fixes here and there
I mean I don't think they re going to make full RT update
Oh, just being maintained, that's nice
They only fix MInecraft RTX bugs right now. They have also added keyframes on fogs both to VV and RTX recently
What? You want to make a shader for RTX? Isn't that hard? I haven't tried to see the codes
Isn't that nice of them
You can make a custom shader for RTX right now. Ever heard of BetterRTX?
I mean, I never saw RTX source code
I want to see RTX source code one day, even without having the purpose to edit something
Heard it, but never seen the codes. Is there limitations to it?
If you want it based on vanilla RTX it's borderline impossible. But we have made basic template shaders that contain no NVIDIA or mojang code
Oh, so making it from scratch I see
Wait, how does BetterRTX does it though if it's based on vanilla RTX?
There's very few limitations. The only real limitations are that it's very hard to get external texture reads (for example noise textures for clouds/puddles), and things that vanilla doesn't provide are near impossible to add. We can't modify the BVH or do other things without literally modding and doing DLL injection
I think that values given by game code is the only limitation
You have I think like 99 buffers to work with to do you can do whatever you want
I mean if you don't waant to make some ultra rtex sadars with ultra realistic everything
And memeory limits too
Vanilla material leak happened awhile ago. I don't remember the specifics but there was one update that released RTX bins in a non encrypted way
Only reason better RTX exists
Hmm, that would suck, is that why there's no like volumetric clouds in RTX?
Wait what? How does that even happen?
Clouds are volumetric in RTX
Technically they aare
I mean, not vanilla, but actually using 3D noise to make realistic volumetric clouds
It's not impossible to do VL clouds, just very hard to do in a performant way. You can read textures from a resource pack or repurpose textures provided but you'd need a way to get the modified internal textures onto someone else's system
Because your pc is going to die
10 seconds per frame
And stuff like that
Idk the specifics on getting rp texture reads
But it's doable
It's definitely doable, can't you just generate the noise textures on the fly? (yes, I know this is bad in performance, but it's practicable right?)
Not really. The issue is we have to generate a 3D noise on gpu which is really slow.
I've been trying to re-create "realisitc" clouds by an add-on, but the performace is just...
Yea we had a dev doing that. It's BEYOND slow
I don't have an RTX graphics card 
LOL, what noise did he use? Worley and perlin? That would horribly suck
I've been doing it without even doing some noise things, but it was very laggy in this case.
I think it's perlin based
More cursed screenshots
Yeah, can't imagine that, that's why shaders are used for it
I think I can make some kind of noise by using scripting API, but I don't think it is going to be that good
They aren't even 3D either afaik. And it tanked performance big time
John, with volumetrics in his specral renderer?
Yeah, that sucks so much
Credit to @zoren__2_4 for taking these screenshots
How the hell does performance tanked THAT much
I forgot John did that. I was talking the tests Jason did recently, although afaik it was vibe coded
So that would also maybe do something perf wise
I'm looking into maybe attempting clouds but considering I can't even seem to do fog correctly idk about it that 😭
I need context
I mean I believe we can creaate some kind of better clouds using scripting API and making your own noise, but i believe it is not going to be that good, you know
What is happening
Ah right. Yeah I don't think it populates a noise texture, I think it just computes it in real-time which is why it's so slow
But John's clouds were insane man. I wish we got that
How does it look?
I'm really interested
Iirc they were path traced. I'm gonna see if I can find it
#1182091012177399809 message
Found it
They could at least make enother style for rtx clouds, not those ugly flying cubes. They could at least make them smoother.
Ahh, path traced clouds. That's why, generating the noise on the fly while making them path traced is just borderly impossible to make it performant.
Let's make every block in terrain smooth while we're at it
By the way, when Minecraft RTX clouds got broken?
Aggregate eXposure is the best tonemapper ever made. It's just that Quirkyplague and Gizmonaught have bad implementations of it.
Beautiful, really beautiful
I mean, in case we are in Minecraft, this is not something we need. But RTX clouds would look better if they were smoother, with their material
There's no anti-abney and it's always overexposed.
It's subjective, but IMO something like ACES 2.0 is way better
It was an offline path traced on Java edition. It utilized a mod called Vulkanite to do hwrt
Beautiful
Creating a simple noise:
step 1: getting value x*y*sin(seed)
step 2: getting 4 middle numbers of the value we have just found.
step 3: (2*(value/9999))-1 (=noise value)
Idk how good is this one for making better clouds in Minecraft RTX
I will try
But i believe the performance is going to be awful
Not because of calculaating but because of the amount of objects rendered
Some images of what I'm talking about. Crazy fog
Crazy how fogs can just change how the whole scene looks
It even blurs the background, lovely
Found more screenshots of the bedrock version of John's spectral renderer #1182095383015456829 message
Academy Atrocious Color Encoding System
I think that's just dof, not fog
True, they handle highlights quite rough IMO, not as good as AgX, but well colors look more vibrant to me for ACES
aw man
Compare ACES 2.0 with AgX, you'll see the difference
This is aces from VV. Which afaik is not even proper aces 1.0, it is just a cheap approximation of it, not the full thing
AgX Punchy is far better than ACES 2.0 (imo).
We're moving to tonemapping? Uhh, im gonna go out and touch some grass at this point.
Oh, the temptation to try making a VV config out of this...
Yeah, they should change how ACES work in VV
We need AgX in VV.
LOL, I made one, but I need LUT... Which is possible to do in VV but.. Just too overkill
However, unfortunately, the closest thing to AgX in VV is Reinhard Luminance.
Is there a way to modify AgX into Vibrant Visuals?
Minecraft RTX screenshot for you all, for better chatting!
Not what I'm getting at
Reinhard is nowhere CLOSE to AGX in any way shape or form
That's what I'm getting at
Beautiful
I'm referring to Reinhard Luminance.
Yes, install my shader 
Doesn't matter
Not Reinhard.
Reinhard luminance is still Reinhard
It's still the basic
1.0 / (1.0 + color)
With extra steps
Oh yeah, Veka, have you tried Khronos PBR Neutral on VV?
I posted color grading VV configs that mimic default and punchy AGX like 20 messages above. I also posted material.bin custom shaders that add both agx versions directly into the game, again, 20 messages above
Never heard of it before
It's quite rare to see a shader use it, but try it out for yourself!:
https://github.com/KhronosGroup/ToneMapping/blob/main/PBR_Neutral/pbrNeutral.glsl
A collection of tone mappers for the display of 3D graphics - KhronosGroup/ToneMapping
Are these the AgX VV configs and AgX RTX material.bin files? #1182091012177399809 message
I've wanted to try this one. Not necessarily in VV but I think substance designer has that tonemap built into its renderer and it looks solid
Only VV for now
ColorPostProcessing is a VV material binary
Tonemap from complementary re-imagined
If it was RTX it would've said RTX.TonemappingPostFX.material.bin
Yeah, me too!
This actually looks solid
Thanks, I'll give that a shot
BetterRTX also adds AgX, but the implementation is bad, so I still use the Vanilla tonemapper.
I'm starting to think VVs washed out look is the config and not tonemapping 😭
While chatting with you guys, I tried to compile my shader, and its so long..
Yeah, it's the lighting for sure
493.74+376.87=870.61 seconds
Which is 15 minute ish
The implementation is fine. I just think it's an older one. I found it in a repo that's a few ish years old.
I wanna try the newer AgX minimal that seems to be fairly popular among Java shader devs
Damn. Which materials take the longest?
Modify it by yourself and use Uchimura 
Pin this comment
Just haven't found the sources for its implementation :p
And this comment
Actor materials, mainly ActorPatternForwardPBR..
It took really long
Wait there's one?
Which also just so you know, the implementation I added to betterRTX was explicitly ripped out of blender (according to the guy who made the original shader) so in that case get mad at blender :p
A newer one?
Yeah, makes sense. You could use -m argument to compile only specific materials btw, if you want to skip compiling actors, for example
There's one called AgX minimal and alot of java shader devs seem to like it. I just can't find the sources for it
Yeah, but I just did an overhaul over the files, is there any thing to make the codes compile faster?
Except improving my device ofc
The only issue with it is that it's always overexposed.
Hmmm, I'll try to find it
Have you actually made a preset using it and messing with the values? Because if not please don't talk on the implementation being bad :p
Not using some other preset that has it
Because gilded graphics preset uses my AgX and has no issues with exposure :p
If you're basing that solely on infectious that's NOT AGXs fault. Infectious JUST SUCKS.
Genuine question. I know VV been a thing for quite a long while now, but do different tone-mappers affect exposure/auto-exposure in any way? I’m genuinely curious.
I was just about to suggest getting a better device, lol. Compilation is multi threaded, so I think it is pretty much as fast as it gets, with the current shaderc implementation. Maybe implementing some kind of hash checks, to skip compiling unchanged files could be a nice addition to lazurite, but idk. We still need to improve the compiler and add the missing features into it, before thinking about QoL improvements. Maybe re-doing the compiler from scratch, based on spirv tooling would be a better move, that way we can get rid of some of the BGFX junk
Usually no. Exposure is applied before tonemapping
So tonemap shouldn't have any real effect on it
Bruhhh
What can these 4 cores and 4 threads do
They can compile 4 times faster than with 1 core and 1 thread. 400% improvement 🔥
🔥
Ah, I see. Thanks for the explanation. I thought it was affected by tone-mapping, but I guess my brain played tricks on me
🗣️
Spend $1000 on a new CPU for 5s faster compilation.
Basically it goes like this
- Overexposed color in gamma space (or whatever linear space you decide to use)
- Auto exposure computes the overexposed image and adjusts the outputs
- exposure adjusted image sent to tonemap and then tonemapped
- correct gamma to proper output color space
I see
You could be a weirdo and auto expose after tonemapping I guess but you'd probably run into some REALLY funky color problems :p
Idk what sane developer would try to do that
That's why RAW, HDR, and Log encoding exist
I personally like S-Log
(Sorry if this comes off wrong, I'm just making a joke and not trying to insult anyone's intelligence)
Although I color grade it later
What do you color grade
And use converter LUTs
In the case of iPhones raw image, it just means that the image has no compression or processing, it still does the tonemapping
Heif vs raw. There's no difference aside from the heif image looking a bit more saturated
Sorry the raw image is on the right
That one is more saturated
It's still getting tonemapped :p
RAW has more color data
The point of raw photos is specifically for editing since it has no compression or dithering
Although it looks the same
But that doesn't mean the camera doesn't tonemap it
Although it looks like you used ProRAW
What other thing does iPhone have that I'm supposed to use then. In your infinite wisdom, enlighten me
Raw images are pretty nice. I use that format when I sometimes go out and do photography
Yea not a bad thing to do if you have a high quality camera
Most image formats are fine enough though as long as it's not jpeg :p
Me and my homies hate jpegs
(Dont take me seriously, jpegs are great if you can sacrifice the quality for size)
Which is NOT RAW
Canon EOS R6 Mark II is a pretty solid cam
Meanwhile, PNGs recently got support for HDR and animations
This is why PNGs are king
Here are some HDR PNGs that I have around, one of RTX (credit: Weather) and one of VV
I know this is off-topic, but this is the file size diff between a raw image and a jpg image
RAW photos literally means that there's no compression. That's all it means. Apples proRAW keeps it lossless but also adds their color processing. It's still a raw format file 😭
A raw image is just exactly what it says, an uncompressed image you can use for editing
Which is what proRAW gives you
:l
ProRAW vs RAW
ProRAW has processing
RAW doesn't
That's... literally what I said
It's still a raw image tho 😭
I don't get your point
It's UNCOMPRESSED AND LOSSLESS, which is the point of raw photos
It heavily crushes the colors of the sun bloom here, but other than that, it is very nice and vibrant. Gonna try running the tool on it to generate the VV config
The pigs pinks are also crushed, in a dark environment
ProRAW is worse for editing since it's already processed
It takes six different exposures and meshes them together with several layers of processing
While RAW just takes the image directly out of the sensor
RAW: Light > Lens > Sensor > Vacuum Tube > SSD
ProRAW: Light > Lens > Sensor > Vacuum Tube > Image Processing > SSD
At least, that's how I think it works
Digital sensors work based on vacuum tubes?
You could make an argument that ProRAW is beteter, as it contains more information, from multiple exposures. Whereas with a single RAW photo, you have only information from a single exposure, so the range of colors you can access is limited
Does minecraft use its own material bin compiling method?
Mojang has their own tooling for compiling shaders into material.bin, yes. They are using a fork of BGFX library, which has been heavily modified to meet the demands of minecraft graphics
From what I've been reading, pro raw processing is a filter that you can disable in a photo editor if you don't like it so. In general their statement is pretty not correct anyway
Wait no that was incorrect
Normal photos bake the processing in, where as pro raw does it more like an image layer in photoshop.
And they are exported as .DNG files
RAW: Light > Lens > Complimentary Metal Oxide Semiconductor > SSD
ProRAW: Light > Lens > Complimentary Metal Oxide Semiconductor > Image Processing > SSD
They now have no reasons to conpile code stored in material bin files ino, as a lot of stuff was already decompiled
Basically you can make use of all of Apple's great camera tech without destroying an image (fusion camera stuff and night mode and HDR processing ). All of pro raw's edits are non destructive
Which is literally what you'd want tbh
I feel like using custom shaders in reosurce pack should always have been in the game.
Idk why did they compile all codes
Also why compiled shader code is called as "material"
?
Just cuz it's been decompiled doesn't mean it shouldn't be compiled. And even then, our decompiled code isn't exactly on par with theirs.
They have their own internal system we can't see
And it's generally quite complex from the very little bit they showed of how render dragon works
But compiling is necessary. It ensures each platform gets the correct code and is formatted in a way that device can read it. Android code is different from iOS code and is different from windows code
Khronos PBR Neutral, version with better colors but less accurate
Hmm
Interesting it has the same sun issue that generic does
Does that mean you nerd diffetent versions of shaders for each device?
Yes
Different gpus and drivers handle things differently
Even on Java where it's just pc this is an issue
One thing you do on Nvidia will literally cause compile failures on AMD
And don't get me started on Intel drivers :p
Ohh, but it would be neat if decompiling process was easier
Decompiling is hard for any game
That's just how it is
Code isn't really meant to be decompiled and stripped down
Especially when most decompiled code isn't usually human readable. Compiled code converts code into binary so the computer can read and process it
Yeah, binary code
Love when i have unreadable code lol
All code at some point gets compiled regardless. It's up to the creator give out the original source code
Which usually in the case of these AAA companies, they aren't allowed to do
The fact we have a fully unobfuscated version of mc java for modders is insane in its own right
Different version of Khronos PBR Neutral which should be more accurate but has worse colors, imo. This is the last one that I do
Looks like the VV one used Reinhard luminance as a base
Definitely seems a bit closer
I'm wondering if generic would be a better base
Here are the color charts for all 12 combinations of tonemappers and temperature color grading type, after each of them has been optimized to look as closely to the target (Khronos PBR) as possible by the tool.
Also, sorted in the order of best to worst (increasing error)
Generic usually scores last in these
Interesting that Reinhard seems to be the most flexible
Reinhard luminance basically looks exactly like it just without the white clipping
Actually, the scale here, on the color chart, is a bit off. I'm gonna make a new one. Color chart goes up to a luminance of 50, whereas the tool only optimised for luminance up to 10. For reference, the sun geo itself is about 30 in brightness, so optimising for 50 is just overkill and would compromise the accuracy of darker colors
Prefer seeing codd that can be read by human than binraies... Better late than nowhen
My favorite tonemapper here is Target.
Can I have the material.bin files for that one?
Here ^
"Target" is not the name of the tonemapper, it is a label, meaning that this is the color transform that other tonemappers try to reach (try to target) during optimisation. In this case, it is Khronos PBR
Here's the chart with a proper scale
And, for reference, the neutral VV config, basically with color grading disabled. This is a starting point, before trying to optimize them to look as close as possible to the target
RTX needs Khronos PBR Neutral implementation.
Pbr is pretty fine, isn't it? I think i don't understand what do you want to be changed exactly
That tonemapper is fine, but could potentially be slightly better.
Khronos PBR Neutral is the only tonemapper I've seen that's better than the Vanilla tonemapper.
I know that i sometimes see tonemapping issues i don't eant to see, but udually it is pretty fine for me, you know
I think colours are usually fine... I think
The vanilla tonemapper does a pretty good job. There's no hue shifting and colors are vibrant. However, Khronos PBR Neutral has a more linear curve.
I can't tell i don't care sbout colours, but maybe. I usually focus on dtuff thst can be seen by player.
Why would an addon disable pbr?
Incorrect manifest.
I've been looking at 2 addons for the past hour
One where it works
The other where it doesnt
And they are functionally Identical
And I have no idea why it's not workings
I am going insane
I really wish there was an option to force load vibrant visuals
Because this is so god damn annoying
If something doesnt work properly doesnt the game have stuff to fallback on?
Whats the manifest?
This shit doesn't use anything related to vv btw
So I wouldn't need to add pbr capabilities
not like that worked
You still need that buddy.
You need pbr capabilities and 1 21 120 min engine version.
Both addons have pbr capabilities and min 1 21 120?
Show your new manifest.
{
"format_version": 2,
"metadata": {
"authors": [
"Katsu"
],
"generated_with": {
"bridge": [
"2.7.54"
],
"dash": [
"0.11.7"
]
}
},
"header": {
"name": "pack.name",
"description": "pack.description",
"min_engine_version": [1, 26, 10]
"uuid": "3781ff05-8ab4-4a5b-8b77-d7898e4cd023",
"version": [1, 0, 0]
},
"modules": [
{
"type": "resources",
"uuid": "ad2b3403-889a-44a5-a8a9-dfdc7431a321",
"version": [
1,
0,
0
]
}
],
"capabilities": [
"pbr"
],
"dependencies": [
{
"uuid": "2ac639e3-d9fb-4309-85e5-fc7a1255b0b4",
"version": [
1,
0,
0
]
}
],
}
Im getting an invalid json?
?????????
Ah theres no comma after min engine version
....
Alright let me try again
I really hate how stupidly hard getting into android/data is
Your content log should have yelled at you.
It didn't
{"format_version":2,"metadata":{"authors":["Katsu"],"generated_with":{"bridge":["2.7.54"],"dash":["0.11.7"]}},"header":{"name":"pack.name","description":"pack.description","min_engine_version":[1,26,10],"uuid":"3781ff05-8ab4-4a5b-8b77-d7898e4cd023","version":[1,0,0]},"modules":[{"type":"resources","uuid":"ad2b3403-889a-44a5-a8a9-dfdc7431a321","version":[1,0,0]}],"capabilities":["pbr"],"dependencies":[{"uuid":"2ac639e3-d9fb-4309-85e5-fc7a1255b0b4","version":[1,0,0]}]}
This is the fixed one. Unless you of course pasted the wrong manifest.
Doesn't work
This is the only addon applied?
You have in game graphics mode switching enabled?
I could misunderstand you as I was not the part of the conversation before, so sorry for that. Do you have any kind of errors being sent to console? Which one are those? Are there any related to manifest?
All of them are completely unrelated the manifest
Ive had this kind of issue before with another addon
But I've fixed it
But that same fix isnt working
I wonder what happens if you try to lower min engine version? For example, not 1.26.10, but 1.21.40?
Also, make sure you are editing the correct manifest json. Sometimes I was editing the wrong file, and in a lot of cases, this is the issue for me
Also, in case you are editing stuff in manifest, try reloading the entire game or the app you are making add-ons in.
I'll try thag
Always make sure stuff is edited correctly. Also, maybe you need to send the add-on (or the resource pack from the add-on) so we can see if the issue happens to us or not
Worked
I had to reload the entire game
I still want to be able to force load vibrant visuals
You can use mods to do that
On android?
Tada. Now you know.
I surely have posted it before, but, uhh, there is a chance i haven't.
What shader is this
Gigabyte B550M DS3H AC R2, AMD Ryzen 5 5500, RX 6600 XT, 16GB RAM DDR4, SSD NVMe 512GB. How much FPS do i get when i play Minecraft Rtx?
Uhhh 60 or higher of course
Yippee

ertiex seder
I love ertiex 😜
Im sorry if this question is strange, but lemme ask anyways.
What keyframe should i use for the evening (sunset) time? For that one you can get by running a command "/time set sunset".
I mean i tried 0.25-0.3 keyframes, are those close enough?
god

Uhh 0.18-0.21?
try it
and use /time set 12000 and /time set 12500
for day /time set 1000
for 6:30 /time set 0
for noon /time set 6000
for sunset transition /time set 11000
Fogs stuff hard
for night /time set 13500 and midnight /time set 18000
i see
i used to make the fogs thin at noon and midnight
Inwill make fog thin at night, on day time, sunset and sunrise times i will jsit control fog colour so i can make sunrises and sunsets finally look better in rtx 

yep
A completely Normal Minecraft World
noon
Strawberry vanilla realistic custom decorative pot
a bit pale
because i use cold theme for taiga :))
i should make it more saturate, thanks for your suggestion^^
This is how you can convert time of day (0-24000) to a keyframe value (0-1)
ang = fract(timeOfDay / 24000.0 - 0.25);
ang = (ang + (cos(ang * PI) * -0.5 + 0.5 - ang) / 3.0);
And if you want to convert from keyframe to sun angle, multiply keyframe value by 360 or by 2*PI, depending on whether you need radians or degrees.
^
This is really good, but I think it would benefit from being a little rougher, I think a larger highlight would look cleaner
BoB spotted
BoB? More like bOb
yeah it is 
thanks for the feedback :3
I'll mess around with roughness
What
I like that one
The way the reflections look make it looks like if the surface is wet
I have (almost) reached 70 fps with my 4 gb 3050 ti gpu
Reduced quality, but... nothing else i can do - messing up with dlss is the only thing
Yay falling blocks are now working in rtx
I wonder if this has changed at all.
Ngl, for colour grading I can't see much diff for highlights. Shadows and Midtones are very noticeable changes.
Oh wait. I see it affecting clouds.
That’s a hella clean gold normal
Never been a huge fan of the rounded look but looks great
Rose gold
love it
I like your heightmap
thank you 
nice coloring on jungle
simple series?
that's for rewrite:)
jongle

-# (not for any texture lol)

Change heart pottery to strawberry with vanilla realistic style
I forgot that they fixed them. I always remembered them being rendered broken
Completely useless Minecraft RTX fix
?
Mushroom cow mushrooms now display
why is it useless
¯_(ツ)_/¯
We could do the same thing using a resource pack, including making those ray traced
then it's useless for you
but things should work out of the box with no need to fix them
so it's not useless
Wtf did I just found
Name tags, faalling blocks and those things were not displaying because of the same issue tho
So maaybe it it useful
Just finished my sea lantern flipbook texture.
cactus flower sss
Bamboo
Bro why are you answering your question 😭
😭
potteries!
sunlight from left / sunlight from right
😭
😭



:doggy_smoke:


Nice pot PBR
My suggestion is that if you want the motif to be a little deeper in pixels, so that it has depth to the motif.
it's deep already, just it's not a good angle to take the screenshot
That means it's just a matter of lighting that isn't right at certain angles.
nvm, if i change anything it's hard to reverse
that's why i'm always rewrite all my configs
Yes just dont change
i like it, simple but nice
i have just made a new one
Heart Pottery Sherd
thanks for Rifki suggestion!
nice lighting
thank you very much
I hope Mojang can make fog reflect on water later
This could also be because sky intensity is less than 1
Which affects all sky reflections including water reflections
in this case in my image used sky intensity 1.0
The most cursed thing ive ever seen in my entire life
RTX lava but with point light
Lava but with red point light

Point lightning stuff funny
Pointlighted redstone line funny
I'm sorry, but I have to say that regular vanilla RTX in general does not look good. I am pretty much sad that BRTX is kind of like a dead project now given it hasn't been updated in a while.
What the, i was testing RTX without a resource pack, ofc its bad
I mean, its your opinion, but there is always something you could love in default rtx.
Sowy for spamming screenshots
Default RTX is pretty much a cute thing imo
And i love its style more than vv. (Yea absolute vv hater opinion)
With keyframes on fogs we now can do more stuff, have more control on ambience, both in rtx and vv
only thing really is the fact that it’s path traced
and that normals show up in non direct lighting scenarios
if vv could ever have even just normal ray tracing features it would surpass
its just bedrock rtx without the primary denoiser
Emerald ore
is there like any use case for that
or just interesting to look at
Yes and no. Without denoising you have zero detail loss. So you get some crazy shadows and stuff
With rtxs default denoising you wouldn't really see half the amount of shadows here
Most of it would just get blurred out or eaten away
I've already sent this pic oops
But you get the idea
Here for example, you'd probably lose a lot of the lighting detail past only a short distance away
Here's another comparison. Look how far out you can still see shadows on the left image and how quickly they die out on the right image
Also the details on the normalmaps in the back too
So is there a use to it? Not really but it's more so to show how much you actually lose from denoising
Now there's ways around it cough cough ReSTIR but still
I really thknk you don't care, but its time i had to sjare my opinion ig. Yeah, there was no official RTX update for 6 entire years. But on the other hand, RTX recnely yogt some kind of new feature or something. Keyframes on fogs (it was not said in chabgelog this feature is made for vv specifically!!!). As mojang dont get money from RTX, they rearely dos oemthinf but just fixing bugs right now. However, RTX that qas not uosated for entire 6 years sometimes peform better than vinrant visuals, and still looks more realistic than vibrant visuals. However, deferred is pretty much new graphics mode, of course it has more features. Or is being developed as more players can use it, pretty kuch the only reason why it exists.
Additional info
RTX maps are not abailable for consoles that could be another source of popularity of Minecraft RTX. They could continue allowing adding Minecraft marketplace maps with ray tracjng support (i want to be a marketplace partner if they did that :3), so we cannot make them continue caring about ray tracing as they did before.
The typo...
There's multiple of them.
By the way, I made a tonemapper.
Cool.
Nice fogs 
thanks mate
RtxRtxRtxRtx






